jastey Posted October 27, 2021 Share Posted October 27, 2021 I want to use the "Portal_Closing" animation bd4400pc.wbm in area bd4300.are. I insert the animation via: COPY_EXISTING bd4300.are override LPF fj_are_structure INT_VAR fj_loc_x = 370 fj_loc_y = 290 fj_flags = 0b00000000000000000011000101000000 //not covered by wall, draw as background, shown in combat, EE: use wbm STR_VAR fj_structure_type = animation fj_name = Portal_Closing fj_bam_resref = bd4400pc END BUT_ONLY The only difference is that in bd4400.are where it is used originally, it also has "Movie width" and Movie height" entries. But even if I edit those by hand into the are file after installing, I do not get the animation to show. I also tried setting the flag "Is Shown(0)". When I look at the are file with NI, the animation entry looks the same as in bd4400.are. In the game, the animation would be activated by AmbientActivate("Portal_Closing",TRUE) via cutscene, but it doesn't show. Any hints appreciated. Quote Link to comment
jastey Posted October 28, 2021 Author Share Posted October 28, 2021 I'll specify this question: the missing "Movei width" and "Movie height" entries is what keeps the animation from showing. If anyone could point me to how to add them for an animation where I don't know the offest from beforehand, that would be great. Quote Link to comment
argent77 Posted October 28, 2021 Share Posted October 28, 2021 You can return the animation structure offset via "RET fj_return_offset". Afterwards use it to set width and height. COPY_EXISTING bd4300.are override LPF fj_are_structure INT_VAR fj_loc_x = 370 fj_loc_y = 290 fj_flags = BIT6 | BIT8 | BIT12 | BIT13 //not covered by wall, draw as background, shown in combat, EE: use wbm STR_VAR fj_structure_type = animation fj_name = Portal_Closing fj_bam_resref = bd4400pc RET fj_return_offset END WRITE_SHORT fj_return_offset + 0x48 width WRITE_SHORT fj_return_offset + 0x4a height BUT_ONLY Quote Link to comment
jastey Posted October 28, 2021 Author Share Posted October 28, 2021 Cool! Thank you, that worked. Spoiler COPY_EXISTING bd4300.are override LPF fj_are_structure INT_VAR fj_loc_x = 370 fj_loc_y = 290 fj_flags = BIT6 | BIT8 | BIT12 | BIT13 //not covered by wall, draw as background, shown in combat, EE: use wbm STR_VAR fj_structure_type = animation fj_name = Portal_Closing fj_bam_resref = bd4400pc RET fj_return_offset END WRITE_SHORT fj_return_offset + 0x48 512 //width WRITE_SHORT fj_return_offset + 0x4a 256 //height BUT_ONLY Quote Link to comment
Lauriel Posted October 28, 2021 Share Posted October 28, 2021 7 hours ago, argent77 said: fj_flags = BIT6 | BIT8 | BIT12 | BIT13 I had no idea this was even a thing. So much better than the way I was doing it. Quote Link to comment
szef Posted February 1 Share Posted February 1 (edited) I put my wbm with DLTCEP in the area, trying this code too and I have no animation (in BG2EE or PSTEE). Wbm converted by ffmpeg - works in the game for example as an intro between locations. Can someone help. E: Wbm not working only in PSTEE ;(. So, what's the deal with pvrz as an animation? Edited February 2 by szef Quote Link to comment
jastey Posted February 4 Author Share Posted February 4 Wow, I totally forgot about this thread. - I'm no help, I'm afraid. Quote Link to comment
argent77 Posted February 4 Share Posted February 4 On 2/1/2024 at 11:49 PM, szef said: E: Wbm not working only in PSTEE ;(. So, what's the deal with pvrz as an animation? PSTEE doesn't provide all the features of the BGEE engine. WBM support may be one of them. I haven't seen any instances of background animations using PVRZ in the games yet. But I can imagine that it might be useful if you need a static image as background animation. Quote Link to comment
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